For showcase assets, don't fret over polycount so throw as much geo at them to accentuate defined form alongside importantly, silhouette. At the moment too low poly in design ergonomics and scratches / edgewear in particular look contrived or implausible plus your materials lack variation as well. Anyway, these examples…
UP: Ok after trying a little bit with reflection I'm still not so happy with the results. The problem is that the image reflected on the surface is very poor. In fact, as you can see in the following screenshot, the reflected environment is rapresented by a very "pixelated" reflection. Basically, I cannot get a sharp…
Are they defining 'polys' as Tris or Quads? 'cause 60 tris is crazy low, even for a lowpoly modelling exercise. Anyways, I usually approach this kind of thing by building my base asset without regards for poly count (obviously not going over board though) and then cut anything that doesn't directly contribute to…
I think a cgfx/hlsl shader would be fast enough to handle this. Problem is getting the 3D Paint Tool to play together with the CGFX/HLSL shader properly. Essentially the 3D Paint Tool only reads/writes to a texture. Seems like it could be possible to modify the 3D Paint Tool MEL-files if you can reverse engineer them to…
As far as I know, loops don't work if you don't have continuous quads. That's kinda the point of loops. On both sides of your problem you have polygons, it only works on quads. From Wikipedia, searching Edge loop (computer graphics) "In a stricter sense an edge loop is defined as set of edges where the loop follows the…
Thanks guys. I have tried adding more segments before. Actually, I'm modeling a complex object like this (1st image) which has a cylindrical part which attached to some other parts. So it is very hard to add more segments. Applying subdivision level 1 to that cylindrical part (2nd image hard edges defined) and adding edge…
Bigish update here. Fixed up the proportions some more by defining and enlarging his arms a little more, then went through and blocked out a ton of accessories. Still a lot more to do, but I'm happy with at least a little bit of progress! A question, when do you all normally start the retopo phase? And I'm trying to learn…
The baking raytracing occurs in radial direction in your case. Most probably it's because you are using the cage with vertex normals being split. Remember the cage is mostly for defining projection direction. When the direction differ a lot from normals you get such effect. Bake without cage just along vertex normals. In…
Gestalt, unless i'm mistaken the red and green channels of the vectors contain the information for the binormal and tangent of the vector. if you imagine a set of axis at the centre of the face blue is the normal vector and red and green define the plane of the face. dont think they're very useful here as you want the…
@CremussThanks!. And sure. I'll try to make some more height difference on the landscape. not sure what to do about the fog. I wanted to have blue foggy surroundings with a little orange light, in hope for a nice color contrast. @Vollgaser Im going to add some more defined highlights on some of the foliage. I agree, they…